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The Quick Ideas/Concepts Thread

No need to apologize. :)
I don't know about the battle system yet.
As a general idea: Non turn-based, the faster you press the keys, the more you attack, ability to dodge, key-combinations, etc. you know, a battle that requires the player to practice. I want it to feel like the player is fighting, unlike the normal battle, where you only give orders.
 
Well, for my game, the subways wouldnt all be the same. That would of course be monotonous and terrible. This is a different world we're talking about here, so the subways will be different from our own. I'm thinking he'll also explore these old magnificent train stations, similar to Grand Central in NY and such.

Aside from this, the player will have control during the flashback sequences. So yeah.
 
Advanced magical civilization meets space invaders. How can I expand on this?

So many questions like: Why are aliens invading? Where do they come from? How will the people react?
 
Here's an idea that's been bubbling inside me for a while. It's more of a feature idea rather than a story / game idea, though.

Pixelmovement + Pathfinding + Mouse Input. Maybe even toss in a custom ABS to go with it.

We have all the required scripts already made drifting around the forums, why not put them together and make something similar to many games already on the market?

It would allow the player to use the mouse to move, and if used with a proper ABS, attack with it.


If only I had more scripting expertise, I'd do this myself and release to the public...



EDIT:


Another Idea, that I've already started implementing into a future project:

Too many games are one sided, when in real life, almost everything has a different perspective depending on who you ask. Why tell the tale from the hero's point of view only, when the villian's point of view is equally as just to him? I plan on making a game where you don't just play one side of the hero vs villain aspect, but play both. This is even a great way to be able to make a game with different possible endings, and different routes.

Example of this would be the scenario of my game: A soldier in a conquesting country's army invades and enslaves another race's town. One of the enslaved people manages to escape his enslavement and joins a rebellion forming to take back their country. You play both as the soldier that takes part in enslaving the enemy, as well as the enslaved rebelling citizen. The game can lead up to the rebellion being wiped out or the invading army to be undermined and eventually destroyed by the rebellion, along with other similar alt endings.


This idea allows for so many more ideas that can be added to the game, that most games have difficulty implementing due to the rigidness of their perspective.
 
I don't know, that kind of sounds like playing Rock, Paper, Scissors with yourself, i.e. pointless.
You're playing both sides, meaning it's impossibe for the player not to choose who they want to win in the first place. Unless you mean for the player to sabotage one side while they are playing as them in order to give the other side a greater chance at winning.
 
how will the player 'be' the villain and the slave at the same time?
Quick ideas: The hero is a shape shifter, who can look like any person he wants. he must hide from someone/something, so he pretends to be other people. while looking like the soldier, his commander orders him to, say, catch the town, and so he must do it to keep the illusion. Then he meets the slave, decides being a soldier is too dangerous, so he takes the shape of him, then the slave's friends come and force him to fight the soldiers who enslaved the town.
Which raises the question: where are the soldier/slave while this is happening. maybe the hero murders them and dumps them in a trench. oo;
 
@fireworks:

I'm talking about telling both sides of a story, and getting different routes of the game for certain actions taken by a character. For example, you are playing the soldier, and you are given 3 choices of action. Each choice leads to a new game route for the other character.
It's not constantly fighting yourself back and forth. In fact, the two characters don't even need to interact. It's just playing both sides to get an outcome. And to be honest, there are no heroes and villains in my game - just people caught up in a war, and the soldier feels like this is wrong (or can take the route by which he begins to feel this way).

It works great in my game's storyline, so perhaps I'll be able to finish this one and show you what I'm talking about.

@ silver wind: Alternate, you don't play 2 people at the same time obviously.
 
The way you explain it, you do play 2 people at the same time.. but no reason is given as to why the players can control both of them.
It may jut be my opinion, but..
when I play a game, I don't like to suddenly get control of a new character, as I sympathize with the first character's feelings and goals.
I agree with fireworksinc,
it's impossible for the player not to choose who they want to win
I believe most players will automatically prefer the character they meet first. It'll be hard to make them like a guy and also like the guy which burned his village.
 
silver wind":181aic0o said:
The way you explain it, you do play 2 people at the same time.. but no reason is given as to why the players can control both of them.
It may jut be my opinion, but..
when I play a game, I don't like to suddenly get control of a new character, as I sympathize with the first character's feelings and goals.
I agree with fireworksinc,
it's impossible for the player not to choose who they want to win
I believe most players will automatically prefer the character they meet first. It'll be hard to make them like a guy and also like the guy which burned his village.


the two characters have mutual goals. and the choices you make for each will not be dead obvious with the outcome. problem solved.
 
i think staying on one side keeps the player more involved.
but playing the game as the bad guy would be a cool game. you would have reasons for doing things but when you try to do one, this annoying, self-righteous guy comes along and wants to stop you.
 
I've had a few ideas for a game that I was never skilled enough to pull off. They were good ideas, so I'll post it here to give people some inspiration.

1. The Idol

The story follows a little boy, aged somewhere along the lines of toddler, who has a shitty life, and therefore is driven out of his house and comes across a cave. In the cave is a statue who speaks to the boy in secrecy, telling him to do bad and evil things that the boy is too young to understand (nothing too adult though lol, don't worry). The game lets you walk around and interact with NPC's and you have the options of kicking them, talking to them, working for them (fulfilling requests etc.), or the cancel option. Eventually people find out about his "Idol" and the boy is too possessed to believe people when they tell him it's bad. Something like that (like I said, just an idea.)

2. The Fenrir

You play as a half human half beast teenager who killed his family during his childhood, so he lives the rest of his life in solitude, acting all depressed from what he did. He comes across a group of war enthusiasts who believe that he could be of use to them, so he works with and for them, trying to forget what he did. During the parts of the game, the group wants to know more about the main character's past, which is where the player also learns about it. That's as far as I got with that idea. Not really sure what the twists would be. Maybe somewhere along the lines of the main character betraying them because he finds out that their views are uncanny in some way?

Whole bunch more, but I'll let you guys cool off before I post them.
 
the two characters have mutual goals. and the choices you make for each will not be dead obvious with the outcome. problem solved.

As far as i'm convinced, there is no such thing as right or wrong; it's always right AND wrong. Somebody who you think to be a villain can be doing terible things for reasons he thinks are good(and may even be good).
Is that what you meant?
 
Dumb idea I suppose, but I've always wanted a type of game... a LAN/Multiplayer game. Where basically you join a group, and this group can last as long as you want it. Basically you as the player, are within a sand box type environment... where you have to survive, and basically build up a civilization. But you will need the help of others, and such. Eventually as things start to get more complex, AI members may start moving into your town, and than you have to continue on building. Everything is handled in an action system, not like RTSes, or civilization games. More like a Harvest Moon control scheme. If you have a clue what that is than kudos to you.

So the point of the game, is to build up a civilization and thrive as long as possible. Eventually you can communicate with other peoples civilizations, and lets say... you have a type of plant, or resource that the other civilization doesn't have... you could possibly trade it for a bit of coin. I think it'd be interesting, and eventually have your own virtual world created by the users themselves.
 
This is one of my characters created for the NetGame Crisis Saga, and she's a Japanese, just an idea to share though.

Her name's Chiharu Asami (PuraSuma in NGCS's in-game MMO, playing as a gun-totting healer). Her character at first can mostly be seen in some message boards writing her own fanfic about her in-game exploits. Chiharu was known in Gaia Online due to her believable role-playing posts, and sometimes on her gothic poetry.

How will she act in NGCS1? You'll see her in-game and you'll include her in your party. She'll tell you to help her take down an in-game boss until some plot-induced monsters [monsters that are not in the MMO] were being encountered.

Later on, the in-game MMO message board will be flooded by her "end-of-the-world as we know it" threads.
 
Velocir_X":u6x5g6p3 said:
You stole my idea of an mmo in a game D:<
(just kidding, but seriously why is everyone making games with mmos in them now?)

In my case, it's more of a 'dotHack the Next', where an AI game master program in an MMO that generated about 100,000 AI player characters with unknown agenda. My game was supposed to balance real world & MMO events (where dotHack did less), with some ala-Death Note touches in it.
 
Making a game about cannabis sale/consumption. Basically you start out as a low-level pusher working for a dealer, but as the game progresses you will become a dealer of your own... There are different strains, different smoking utensils, and many custom systems such as marijuana growing and smoking systems...

:eek:

Main problem I'm having would have to be with resources... There are none :eek::. Everything else is easy-peasy.

Currently looking for any fellow pot smokers to help me get this project off the ground.
 
odd question, but does anyone know that game you can get together with RPGXP? That game called Knight Blade? I'm trying to make a sequel for that, but i don't know if it's a good idea to do that. What do you think?
 

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